Difference between revisions of "Necrus (4e Monster)"

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|effect=''Attack:'' Ranged 20; +18 vs. Will
 
|effect=''Attack:'' Ranged 20; +18 vs. Will
 
''Hit:'' 2d10+7 necrotic and psychic damage, and the target is dazed (save ends).
 
''Hit:'' 2d10+7 necrotic and psychic damage, and the target is dazed (save ends).
 +
''First Failed Save:'' The target loses a healing surge.
  
 
''Miss:'' Half damage.
 
''Miss:'' Half damage.

Revision as of 04:47, 8 September 2010

Necrus, the Black Legion
Level 14 Controller (Lurker)
Huge shadow humanoid (undead)
XP 5,000
Senses +15; darkvision, truesight 5
Shroud of Souls (Cold, Necrotic) aura 3; any living creature that starts its turn within the aura takes 10 cold and necrotic damage; bright light becomes dim light, and dim light becomes darkness in the aura; attacks that have the radiant keyword made by or against creatures within the aura take a -1 penalty to attack and damage rolls.
HP 700; Bloodied 350
Regeneration 10 (if Necrus takes radiant damage, regeneration doesn’t function until the end of its next turn)
AC 31; Fortitude 27, Reflex 29, Will 29
Immune: disease, necrotic, poison; Resist: insubstantial; Vulnerable 10 radiant
Saving Throws +5
Speed fly 8 (hover); phasing
Action Points 2
BasicMelee.png Reaping Touch (Standard; At-Will) ♦ Cold, Necrotic
Attack: Melee 3 (one creature); +21 vs. Reflex

Hit: 1d4 + 7 cold and necrotic damage. The target loses a healing surge and is immobilized until the end of Necrus' next turn. If the target has no healing surges left, it takes cold and necrotic damage equal to its healing surge value, or one fourth its maximum hp (rounded up), and is weakened until the end of Necrus' next turn.

BasicRanged.png Soul Sear (Standard; At-Will) ♦ Necrotic, Psychic
Attack: Ranged 20; +18 vs. Will

Hit: 2d10+7 necrotic and psychic damage, and the target is dazed (save ends). First Failed Save: The target loses a healing surge.

Miss: Half damage.

Close.png Wave of Terror (Standard; D6 (4).gifD6 (5).gifD6 (6).gif) ♦ Fear, Necrotic, Psychic
Attack: Close Blast 5; +18 vs. Will

Hit: 1d10+7 necrotic and psychic damage. The target must make two run actions on its next turn, and each square it moves on its next turn must be further from Necrus. If the target cannot move further from Necrus it stops and takes no further actions that turn. After this movement the target is immobilized and grants combat advantage (save ends both).

Miss: Half damage, and the target is pushed a number of squares equal to its speed.

Melee.png Fell Possession (Standard; D6 (6).gif) ♦ Necrotic, Charm
Attack: Melee 1; +18 vs. Will

Hit: The target is dominated (save ends). Necrus is removed from play.

First Failed Save: The target is possessed (save ends). While the target is affected by possession, the following effects apply to it:

  • Necrus chooses all of its actions.
  • The target loses a healing surge. If the target has no healing surges left, it takes necrotic damage equal to its healing surge value, or one fourth its maximum hp (rounded up). Necrus gains hit points equal to the target's healing surge value.

Aftereffect: The target is stunned (save ends).

Effect: When this effect ends, Necrus reappears in an unoccupied square of his choice adjacent to the target. Necrus can end this effect as a free action. If this effect drops the target to 0 hp or less, it gains hit points equal to half its maximum hit points, it gains the undead keyword, and Necrus gains permanent control of the target until the target or Necrus is killed.

Close.png Siphon Soul (Standard; D6 (4).gifD6 (5).gifD6 (6).gif) ♦ Cold, Necrotic
Attack: Close burst 3 (each living creature in burst); +18 vs. Fortitude

Hit: 1d4 + 7 cold and necrotic damage. The target loses a healing surge and is slowed until the end of Necrus' next turn. If the target has no healing surges left, it takes cold and necrotic damage equal to its healing surge value, or one fourth its maximum hp (rounded up), and is weakened until the end of Necrus' next turn.

Trait Phantasmal Foe
Necrus' attacks ignore cover and superior cover.
Trait Soul Conversion
Each time an attack by Necrus causes a target to lose a healing surge it gains a soul shard. Necrus can expend a soul shard to regain 20 hit points as a free action, or it can spend soul shards to recharge powers as a free action:
  • Recharges on another condition: Expend 4 soul shards.
  • Recharges on a 5-6: Expend 3 soul shards.
  • Recharges on a 3-4: Expend 2 soul shards
  • Recharges on a 2: Expend 1 soul shard.
Alignment evil Languages Abyssal, Common, telepathy 20
Skills Stealth +19
Str 3 (+3) Dex 24 (+14) Wis 16 (+10)
Con 20 (+12) Int 16 (+10) Cha 24 (+14)





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